ZnZin History 2001 / 2002

Whatever you want to talk :)

Moderators: osRose dev team, ospRose dev team, osiRose dev team, Moderators

Forum rules
You can talk about just whatever you want here.

ZnZin History 2001 / 2002

Postby Fred on Thu Jun 15, 2023 2:38 pm

2001.10.11, Jiho Choi wrote:k3d3d: A commercial (?) three-dimensional library created around May 2001. This DLL library was developed for easy display of basic three-dimensional primitives, and for simple deformation and animation. It is not known if any products using this library have been released. Cannot be released because it is commercial. (Development tools: Visual C++, OpenGL, STL) (The screenshots below are test applications for the library.)

k3d_mdi.gif

k3d_bone.gif

2001.10.11, Jiho Choi wrote:zplayer: We applied Inverse Kinematics to the character animation viewer we created earlier. It uses a plugin developed with the MaxSDK to export the character's mesh, texture, physics, and motion information from 3D Stidio MAX. The exported data is in its own slightly compressed binary format. A feature of the program is that it runs on Linux as well. (Development tools: Visual C++, gcc, SDL, OpenGL)

The character with the skinning applied:
zplayer_tex.gif

Showing the bones:
zplayer_bone.gif

Inverse kinematics applied while walking. Ignore the strange(?) bones between the legs:
zplayer_ik.gif

Motion retargeting sample video. You can see the same motion applied to characters with different leg lengths. Walking on an incline.

Walking:

[ Play Quicktime file ] zplayer_walk.mp4 [ 1.11 MiB | Viewed 1275 times ]


Dancing:

[ Play Quicktime file ] zplayer_dance.mp4 [ 445.62 KiB | Viewed 1275 times ]


Up the slope:

[ Play Quicktime file ] zplayer_upward.mp4 [ 304.91 KiB | Viewed 1275 times ]


Down the slope:

[ Play Quicktime file ] zplayer_downward.mp4 [ 274.02 KiB | Viewed 1275 times ]


Download source code and executable file:
zplayer020322.zip
(730.99 KiB) Downloaded 109 times

2002.05.26, Jiho Choi wrote:Creature01: A few shots while testing perpixel shading.
Model : 3D Studio MAX Character Studio sample file (39,742 polygons)
System : GeForce3, AMD 1GHz, 300x300x32, Windows 2000, Direct3D 8.x
Other : Bumpmapping, Diffuse+Specular, Perpixel Shading, Full Scene Antialiasing (4x), 50 frames per second

creature20020525.gif

creature20020526.gif

2002.06.18, Jiho Choi wrote:Creature02: This time, a moving pose. The number of bones is 20, and we are playing out Max's bee-catching motion.

creature2002061801.gif
creature2002061801.gif (14.35 KiB) Viewed 1299 times

creature2002061802.gif
creature2002061802.gif (16.79 KiB) Viewed 1299 times

2002.07.04, Jiho Choi wrote:Creature03: I tried adding shadows, and I used a shadow map for the shadows, and I also applied bumps, but it's a bit weird, something's wrong...:-) It's a 2-pass, so I still don't get the speed. (Geforce 3. 1 is about 10 frames per second on AMD....) Oh, and the polygon count was 39,742? Currently, the character and camera animations (linear, catmull-rom spline, squad, etc) are implemented. What do I need to implement now?

creature20020704.jpg

2002.07.05, Jiho Choi wrote:Face01: This is a model from a MAX sample. I tried painting the pupils and eyebrows myself, does it look awkward? I guess I'm having fun taking screenshots. I should probably refrain from making unnecessary updates. It's a shame there's no Pepsi logo on the forehead.

face20020705.jpg

2002.11.25, Jiho Choi wrote:Face02: This is the anibal model in the max sample. It's a simple texture mapping with no real-time lighting. Of course, it's a render texture pulled from max's RenderToTexture, and the meshes were all converted with EditMesh in max and then set to texture coordinates at will. The polygon count is roughly 10,000, with more polygons than necessary for things like the eyes.

anibal20021125_1.jpg

anibal20021125_2.jpg

anibal20021125_3.jpg

2002.11.25, Jiho Choi wrote:Kettle01: The kettle. Again, this is just a texture rendered with max's RenderToTexture and Light Tracer. It's a simple texture mapping with no real-time lighting at all. Ahhhh, I wonder if I could make a scene that actually renders in real time like this and not just a texture?

teapot20021125_1.jpg

teapot20021125_2.jpg

teapot20021125_3.jpg

2002.12.21, Jiho Choi wrote:PinkyDaemon: I tried sprinkling in some monsters (pinky) from Doom 3. The tangent space bumpmap I made just wasn't cutting it, so I wondered what Doom 3 would have done, so I modified the nscemake tool from NeoEngine (http://neoengine.sourceforge.net/) a bit and loaded it into my program. I'm not quite there yet, but it gives me hope that the model and mapping can be fixed to some extent. :-) The first is a low polygon mesh (about 1700 polygons), the second is an example of normal mapping lighting, and the last is a texture. In fact, it looks like Doom 3 uses more detailed bumps, specularity, etc.

pinky20021221_1.jpg

pinky20021221_2.jpg

pinky20021221_3.jpg
User avatar
Fred
Little soul
Little soul
 
Posts: 5
Joined: Tue Apr 21, 2009 6:15 pm

Return to Whatever

Who is online

Users browsing this forum: No registered users and 1 guest

cron